I think for spatialisation purposes, it is important to think in terms
of limited hardware output.
For instance, we could be able to change the ouput restitution of a
spatialisation effect, which depends on output harware possibilities
(5.1, headphones, stereo cabinet ...)
Le 10/02/12 10:37, Olivier Thereaux a écrit :
>
> On 10/02/2012 09:13, Wei, James wrote:
>> +1 with “and I also think not taking advantages of native capabilities
>> in such a processing-intensive field would be as naive as saying "2D
>> canvas will suffice, we don't need WebGL"..”
>>
>> IMHO, another reason that we should pay extra attention to the
>> performance is that we should consider the usage of web audio on mobile
>> platform.
>>
>> We should try our best to enable the same usage on mobile platform as
>> the desktop.
>
>
> Indeed. This is why we made sure to include the mention of usage on a
> mobile device in at least one of our use cases:
> http://www.w3.org/2011/audio/wiki/Use_Cases_and_Requirements#UC_2:_HTML5_game_with_audio_effects.2C_music
>
>
> Can you think of other UCs where it would be relevant/important to
> think in terms of mobile / limited hardware?
>
> Cheers,
> Olivier
>